

- #No lock token available svn smartsvn for free#
- #No lock token available svn smartsvn full#
- #No lock token available svn smartsvn code#
- #No lock token available svn smartsvn license#
I’m okay using the wrong VCS because I’ve switched enough times before. My #1 concern is the ability to migrate data out.

That’s not the right decision for everyone and I recognize that. I’m comfortable hosting myself and wrote some small scripts to handle mundane stuff like backup and manage repos.
#No lock token available svn smartsvn code#
I use SVN for assets and Git for code, when it comes to larger projects with a mix of code and assets. I just don’t know your team and your desired workflow well enough. Other than that I don’t have any recommendations. It may annoy you when you’re setting it up, but that’s a short-term concern. Combine it with autoprops (and beware that autoprops are client-side). In SVN you have the svn:needs-lock attribute. Oh, come on! If you don’t like the defaults, just configure your damn software. SVN check out does not lockout by default. PlasticSCM check out does not lockout by default, you have to configure a "lock list" first There are too many different workflows for version control. It does require more overhead, but honestly some of these things are deemed better practice nowadays anyway. Combine this with some basic project management to make sure people aren't working on things that would modify the same resources that don't cooperate well with VCS, and it usually works out well. In my experience, the best thing to do with working with multiple people in situations like that is to try to break apart your work items out into as small of pieces as possible and to use a VCS solution that works well with rapid branch creation and merging (while I've only used git and svn, git is typically better for this). Most Unity assets aren't in any sort of binary format, but there are some things that have a format that aren't friendly with VCS (the most notable thing would be the scene). While I am mostly familiar with Unity over UE, I am definitely aware of the struggles you've ran into.
#No lock token available svn smartsvn for free#
:( Obviously hindsight it usually 20/20, but it's why I'm really hesitant to go with a solution that is paid for when you can do it for free (either on a free host or by self hosting).
#No lock token available svn smartsvn full#
Not that the, basically, one full year of maintenance equals to the reinstatement fee is anything good either. backpay? Is this child support in disguise? Like WTF. I was never told about this when I initially requested and they sold me these perpetual licenses, and basically I feel very trapped and very stupid about the situation I am currently in. That's a total of $12950 for a 5-minute job. $9250 for the 5 years I missed paying for the support I didn't need
#No lock token available svn smartsvn license#
In this scenario to just get a new license with the new server IP address I will have to pay the following:

Now I need to do a server IP address change so I need to get support back I did not choose to take maintenance in those 5 years. In 5 years I move to a new house in a new state, so now my IP address is new. I would have to backpay the years I missed maintenance and pay a reinstatement fee. Now, the biggest thing is what they said next. I had decided to buy the perpetual licenses because in 4 years they would pay for themselves (it's sad it will take 4 years for them to do that, but it is what it is). So how does this affect me? Right now, it doesn't, but if I decide to move in the future, it will. I got a reply stating that if I did so, I wouldn't be able to submit for a server IP change request (which is needed for the licenses) because it's part of the "support maintenance fee".Ī 5 minute (and probably automated) job that happens after you submit it through here: I decided that it was a good time to just say no thanks to it, since I didn't even bother with the support, I've never needed their support for over 5 years now, I doubt I will anytime soon. I was invoiced my maintenance fee just a little while ago for $1850 (the yearly rate). I was told that only the first year was mandatory and that I can get rid of the yearly maintenance fee and just resub whenever I needed any updates. I have been using Perforce for years before on different projects, so it made the most sense as well. So I bit the bullet and paid for 10 licenses from Perforce.

For the production of Neko Ghost, Jump! ( ), I needed a VCS solution that would scale and be reliable.
